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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Expediting Combat?
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<blockquote data-quote="Runestar" data-source="post: 5178294" data-attributes="member: 72317"><p>Max damage due to crits isn't very exciting when you realize that the bulk of your damage typically comes from static bonuses (unlike in 4e). </p><p></p><p>You may want to encourage your players to build characters who do not have to make too many attacks each round (ie: no TWF'ers). PHB2 and ToB come to mind because they have options which require just 1 attack/round. For instance, monk's decisive strike and fighter's devastating strike replace their full-attack routine with a single attack which deals double attack. So you waste less time rolling, but the attacks are no less meaningful. </p><p></p><p>On the npcs' side, maybe have spellcasters maximize their damage spells where possible? (via the maximize spell feat) This way, you don't need to roll fistfuls of dice and add them all up, because you know they will always deal max damage. </p><p></p><p>Spells which ignore defenses might be worth looking into (because less time is spent checking against saves/touch AC etc), but players may not be as happy because it gives them less of a chance of avoiding their effects. Say, waves of fatigue/exhaustion don't allow saves (and PCs generally don't have sr).</p><p></p><p>Also try to avoid too complex monsters with multiple options at their disposal (or at least familarise yourself with their tactics very thoroughly beforehand).</p><p></p><p>Have a common understanding with your group that for any unclear rules (eg: takes more than 1 minute to look up/clarify), the DM will make a judgement call there and then and his word is final. Not very fair, but the purpose is to prevent the game from getting bogged down in rules debates. The discussion comes after the game, and if the players have indeed been shafted, reparations can be made.</p></blockquote><p></p>
[QUOTE="Runestar, post: 5178294, member: 72317"] Max damage due to crits isn't very exciting when you realize that the bulk of your damage typically comes from static bonuses (unlike in 4e). You may want to encourage your players to build characters who do not have to make too many attacks each round (ie: no TWF'ers). PHB2 and ToB come to mind because they have options which require just 1 attack/round. For instance, monk's decisive strike and fighter's devastating strike replace their full-attack routine with a single attack which deals double attack. So you waste less time rolling, but the attacks are no less meaningful. On the npcs' side, maybe have spellcasters maximize their damage spells where possible? (via the maximize spell feat) This way, you don't need to roll fistfuls of dice and add them all up, because you know they will always deal max damage. Spells which ignore defenses might be worth looking into (because less time is spent checking against saves/touch AC etc), but players may not be as happy because it gives them less of a chance of avoiding their effects. Say, waves of fatigue/exhaustion don't allow saves (and PCs generally don't have sr). Also try to avoid too complex monsters with multiple options at their disposal (or at least familarise yourself with their tactics very thoroughly beforehand). Have a common understanding with your group that for any unclear rules (eg: takes more than 1 minute to look up/clarify), the DM will make a judgement call there and then and his word is final. Not very fair, but the purpose is to prevent the game from getting bogged down in rules debates. The discussion comes after the game, and if the players have indeed been shafted, reparations can be made. [/QUOTE]
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3.5 Expediting Combat?
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